From: largo 991
[mailto:largo991@yahoo.com]
Top
Ten Fire/Nature Cards -Largo991
Fire is an
amazing civilization, weenies, fatties, its all here! I'm going to cover in my
opinion
the 5 best
fire cards, followed by the top 5 nature cards. then as an added bonus, I'm
gonna show you a nice Fire/Nature deck that uses the cards listed. By some
standards, this is a long read. i hope it will be worth it however, and hope it
changes how you think about these civilizations. On to fire!
Our
honorable mention goes to:
Brawler
Zyler!
5.
Magma Gazer
Spell, 3
Mana.
One of your creatures gets "power
attacker +4000" and
"double breaker" until the end of the turn. (A creature that has "power attacker
+4000 and "double breaker" gets +4000 power while attacking and breaks 2
shields.)
This one is very debatable. I'll
probably get alot of hatemail for putting this on the list and not Brawler
Zyler. You wanna know why i put this on the list? No? I'll tell you anyway.
I think this card is amazing.
There, i said it. giving any of your creatures double breaker, and
the added bonus of power attacker +4000 on
turn 3 is just great imo. you could use it on last turns Mini Titan
Gett, or even the braid claw from the turn before that! There isn't much else to
say however, but if you want to hate on me, me email is at the bottom of the
page. :P
4.
Rothus The
Traveler
Creature, 4
Mana, Armorloid, 4000 Power.
When you put this creature in the
battle zone, destroy one of your creatures. Then your opponent
chooses one of his creatures and destroys
it.
The reason this card gets number 4
for fire should be obvious, however, I'll point it out to you anyway. One word.
REMOVAL. Even though it is a double edged sword, (you have to destroy one of your
creatures too) and gives your opponent a choice, there are times when this card
will help you. In fact, there are
alot of times when this creature will help you. It also should be obvious that
since he is summon sick when you summon him, you will want to destroy him or
another sick monster. Anyway, more to the point, imo if you are running
fire, then you should run this
guy.
3.
Crimson
Hammer
Spell, 2
Mana.
Destroy one of your opponents
creatures that has power 2000 or less.
Once again, for number 3, we have
removal. This card is amazing.
On turn 2, you can destroy ANYTHING
that they have out, ANYTHING. Trust me, by your turn 2, your opponent will not have a creature
worth destroying out with higher than 2000 Power. This card also comes in very
handy against other red players, as the evo base for the most powerful evo in
the game (imo again) is human. the only 2 humans i can think of that will be
used in a non-mono color red deck are Mini Titan Gett,(2000+ Power) and Brawler
Zyler(1000+ Power). However, i did say outside of a MONO-red deck. In a mono-red
human deck, a card that sees some play is Explosive Dude Joe(3000 Power). Just
outside the reaches of Crimson Hammer.
Any who, To wrap this up, thats why
Crimson hammer gets 3rd. Removal.
2.
Mini Titan
Gett
2 Mana,
Human, 2000+ Power.
This creature attacks each turn if
able. Power attacker +1000
(While attacking, this creature
gets +1000 power.)
To start things off here, I'm going
to name a term. That term is weenie. In the gamers dictionary, weenie means,
WEENIE w-EE-nee:
Low cost, (usually meaning one or two mana.) low
Power/Attack/Whatever-call-it-in-the-game-you-play.
The basic premise of this type of
card may have seemed weak to you while you were new. BIG emphasis on the "new"
there btw. if you get out enough weenies early in the game, it is hard for your
opponent to stop you. This card, in case you haven't guessed yet, is a weenie.
And not just a weenie, but a human weenie! meaning this card can, and should
evolve to valdios. So wrapping this up. This card=weenie+human=fire necessity.
At least in todays environment.
1.
Armored
Blaster Valdios
Creature, 4
Mana, Evolution, Human, 6000 Power.
Evolution-Put on one of your humans.
Each of your other humans in the battle zone gets +1000 Power.
Double breaker (This creature breaks 2
shields.)
OK, I'm finally gonna say it. Humans
own fire right now. Its as simple as that. This card is the king of humans, as
he can come out turn 4 with his mighty 6000 power, double breaker, and boosting
ability. That is just wrong. :P Being an evo also means it has its upsides and
downsides. upsides being:
No summon sickness, Low mana cost,
Good power. Sounds good to me!
Downside of course being lack of
creature advantage. Anyway, heres the bottom line. Humans own fire. Valdios owns
Humans. Thats it. If you go to your tournament, and check with all the people
using fire, you're going to see several valdios. Thats it.
Now on to
our Nature portion. When i think of nature, i think of mana gain, and brute
force.
We got
them. I also think of beast folk. WE GOT THEM TOO PEOPLE! lol. Anyway, here we
go.
Our
honorable mention goes to:
Fighter
Dual Fang!
5.
Dimension
Gate
Spell, 3
Mana.
Shield trigger
(When this spell is
put into your hand from your shield zone, you may cast it immediately for no
cost)Search your deck. You may take a creature from your deck, show that
creature to your opponent,and put it into your hand. Then shuffle your
deck.
This card is great right now. Whats
that? You need your Barkwhip? You got it. You need your Valdios? you got it.
etc, etc, etc. this card also allows you to figure out wth your shields are. If
you know your deck, since you can see whats in it with this card, (as opposed to
in your shields) you can also figure out whats not in it. Aka: hmmm, 2 of my
natural snare aren't in here. I haven't drawn them yet, so they must be in my
shields. Sweet huh? Thats why this card places. I think this should be in any
deck involving both nature and speed. That is why this is Number
5.
4.
Silver
Axe
Creature, 3
Mana, Beast Folk,1000 Power.
Whenever this creature attacks, you
may put the top card of your deck in your mana
zone.
When i was still new, my very helpful
friend told me he ran this. I was like, WTF??? That is because i was thinking of
Silver fist.XD This card is good, but not if he can only get off one attack, so
its best to use him in conjunction with some power up. such as Barkwhip. (My
very helpful friend told me that too. lol) Its great to put the top card of your
deck into your mana zone repeatedly. But because of low attack, and summon
sickness. He is slower than Bronze Arm Tribe, and just as easily picked off.
However if you are using this card, chances are you are running
barkwhip.
In the case this card is on the field
with him, this little guy becomes fairly solid.
And that is why he is number
4.
3.
Bronze Arm
Tribe
Creature, 3
Mana, Beast Folk 1000 Power.
When you put this creature in the
battle zone,put the top card of your deck into your mana
zone.
This card is great. It is fast, it
makes great evo bait, you name it. You should use it in any deck using beast
folk, as, like i said before, it makes great evo bait. On turn
four,
(Provided you have at least 4 mana, 2
of them green.) you can summon this guy, add your top card to your mana, and to
top it all off, immediately evolve him to Barkwhip and
attack!
There isn't much else to say about
this guy, so we'll move on.
2.
Barkwhip
the smasher
Creature,
Evolution, 2 Mana, Beast folk, 5000 power.
Evolution-Put on top of one of your
beast folk.While this creature is tapped, each of your other Beast Folk in the
battle zone gets +2000 power.
This is THE best nature creature in
the game. Once again my helpful friend from my newbie days pops up. He told me
this card was better than Fighter Dual Fang. He was right. This guy has
something big that Dual fang doesn't. That would be speed. Speed is good. Speed
is your best friend. This guy may not have double breaker, but he'll have broken
at least 2 shields by the time Dual Fang would have come out. I'm not saying
Dual fang is bad, far from it. I'm just saying this guys
better.
1.
Natural
Snare
Spell, 6
Mana.
Shield trigger
(when this card is put
into your hand from your shield zone, you may cast it immediately for no
cost.)Choose one of your opponents creatures in the battle zone and put it into
his/her mana zone
Once again, our good friend removal pops up. Only this
time, it adds the creature to their mana instead of their Graveyard. Doesn't
sound as good does it? Ah but it is. i cant tell you how many times my friend
has brought his fattie, just to have Natural Snare wreck it next turn. This card
is commonly called "Natures Terror Pit" for obvious reasons. Anyway, the bottom
line here is This is a nature staple. Thats all there is to say, so we'll go on
to the deck.
This decks
strategy is to bring out one or two powerful evos as soon as possible. Dimension
gate helps this along. For removal we have your standard natural snares, crimson
hammers, rothus the travelers, and Tornado Flame/Volcanic Arrows (Depending on
your preference of the 2.).
FIRE CARDS
CREATURES
~~~~~~~~~~~~~~~
x2 Armored Blaster
Valdios
x2 Rothus The
Traveler
x4 Mini Titan
Gett
x4 Brawler
Zyler
~~~~~~~~~~~~~~~
SPELLS
~~~~~~~~~~~~~~~
x3 Tornado Flame/Volcanic Arrows (your
pick)
x2 Magma Gazer
x3 Crimson
Hammer
~~~~~~~~~~~~~~~
NATURE CARDS
CREATURES
~~~~~~~~~~~~~~~
x4 Barkwhip The
Smasher
x4 Silver Axe
x4 Bronze Arm
Tribe
~~~~~~~~~~~~~~~~
SPELLS
~~~~~~~~~~~~~~~~
x4 Natural
Snare
x4 Dimension
Gate.
~~~~~~~~~~~~~~~~
Anyway, thanks for reading, and stay
cool.
If you Hate this, Love this, Think my spelling sux.
Whatever, my my e-mail address is
below.
-Largo991
Largo991@yahoo.com